BARNEY TODD
Now, we have finished the television series, and we have SO many characters to cover, from all across the spectrum. There are a few characters here and there that might get a few upgrades to their movesets, mostly being the Donkey Kong cast (one example, I think Klump should absolutely have a Klaptrap gun now). But, there are so many that are so distinct from their game counterparts, I could only make a brand new slot for them. They are:
1. Beezo
2. Flurry
3. Rex
4. Tryclyde
5. TV Mario
6. TV Luigi
7. Tommy Treehugger & Co-MC
8. Evil Eric & Tammy Treehugger
9. Princess Toadstool
10. TV Toad
11. Bones Bailey
12. Oogtar
13. King Koopa
14. Robo Koopa
15. TV Koopalings
16. Wizenheimer
17. Clovis
18. Barney Todd
19. Master Bryan
20. Kid Dynamo
21. Dr. Demise
22. Gorilla Ghost
23. Mervin the Magician
24. Genie
25. Brutius Grouchimus Maximus
26. Captain Clump
27. Bunsen
28. Hercufleas
29. Salvador Drainaro
30. Sergeant Kooperman
31. Flab Boys
32. James Blonde
33. Vampa White
34. Zero
35. Captain Abidab
36. Mugga the Medicine Woman
37. Misaki
38. Waldo the Wizard
39. Quirks
40. Queen Mushroomkhamen
41. Wizard King of the West
42. Junior
43. Mighty Plumber
44. Crime Wave Clyde
45. Dino Riders
46. Candy Kong
47. Bluster Kong
48. Eddie the Mean Old Yeti
49. Baby Kong
50. Kong Fu
51. Metal Head
52. Captain Skurvy
Next up, we have the main villain from the Saturday Supercade episode "Circus Daze," and one of the only one-off characters to have a personal connection to our main cast of Mario, Donkey Kong, and Pauline. Barney Todd is the proprietor and ringmaster of a rival circus to the one run by Mario, who decided to take advantage of their situation to capture Donkey Kong for himself. He runs around with a strongman and clown as henchpeople, though the clown eventually ends up helping the heroes rescue Donkey Kong from him.
While there are plenty of things from his own episode he can pull from, he has a strong connection to everything circus-related in the entire series, so I think its fair to include all of it for consideration. These include a juggling act, a flying trapeze, lion taming, seesaws, hoops, trampolines, and elephants, among other things, and of course the whip he uses to control the animals. I think we have plenty to work with.
Here's the moveset I came up with:
Standard B: Whip and Chair
This is based on the tools he uses to tame his lions and control his animals. Barney will hold out a chair in front of himself as a shield and will then flick his whip, causing damage to his opponents.
Side B: Juggling Act
He will toss a number of juggling items into the air, throwing them forward in an arc as a series of projectiles.
Up B: Trampoline and Trapeze
Barney will jump on a trampoline from his circus and leap into the air, catching a trapeze on the way up and swinging with it before letting go and doing a flip.
Down B: Hoop
He will use a hoop in a sort of shield move. He will hold out the hoop in front of himself. If a projectile hits right in the center of the hoop, it will pass through and hit Barney, but if it varies up or down even slightly, it will hit the hoop and be blocked.
Final Smash: Breakout
Donkey Kong will lead an escape from his circus, breaking out all the lions and elephants and sending them stampeding across the stage.
Entrance: He will appear on that ringmaster stand-thing. You know the one.
Taunts: Up, he will do a ringmaster flourish for the audience. Side, he will tame one of his lions for a second. Down, he will adjust one of his gloves.
Thanks for reading! Now, let's cover Donkey Kong's temporary owner, Master Bryan!
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